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<blockquote data-quote="Ariosto" data-source="post: 4867742" data-attributes="member: 80487"><p>Considering what I see as a fundamental "re-skinning" ethos in 4E, I'm not sure how much what would amount to "fluff" in modern or futuristic terminology would be in demand.</p><p></p><p>In the first 4E session I DMed, one of the players played a robot. I'm guessing it was built as a warforged -- but that really does not matter much that I can see.</p><p></p><p>In that sense, it's a lot like early D&D or T&T. If you imagine your character as a spaceman, an android, or a rabbit-shaped pooka -- then just play him/her/it that way!</p><p></p><p>There are a lot more rules to manipulate now, but their tenor seems far from one likely to get concerned with distinguishing .38 caliber from 9mm. That sort of thing might go over better in 3E.</p><p></p><p>Back when D&D was published by a company also publishing different RPGs on different subjects, and variety was largely considered by hobbyists as a spice of the gaming life, it was pretty natural to let (e.g.) Marvel Super Heroes and AD&D each be its own thing.</p><p></p><p>EPT, MA, and GW all used rules similar to D&D, and Buck Rogers XXVc was rather like an interplanetary 2E AD&D.</p><p></p><p>Articles in The Dragon mostly took over the role that OD&D supplements had briefly filled in offering all sorts of variants. Supplements came in some quarters (and perhaps increasingly over the course of 2E and 3E) to be seen as adding to "canon", defining the "D&D world" in some authoritative way. </p><p></p><p>In general, I think the idea of packaging setting and mechanics together has only grown stronger even as "vanilla systems" such as BRP, Hero, and GURPS have carved out their own niche. My guess is that "D&D fantasy" is likely to continue to become more rather than less sharply defined under WotC, whatever elements may be added.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4867742, member: 80487"] Considering what I see as a fundamental "re-skinning" ethos in 4E, I'm not sure how much what would amount to "fluff" in modern or futuristic terminology would be in demand. In the first 4E session I DMed, one of the players played a robot. I'm guessing it was built as a warforged -- but that really does not matter much that I can see. In that sense, it's a lot like early D&D or T&T. If you imagine your character as a spaceman, an android, or a rabbit-shaped pooka -- then just play him/her/it that way! There are a lot more rules to manipulate now, but their tenor seems far from one likely to get concerned with distinguishing .38 caliber from 9mm. That sort of thing might go over better in 3E. Back when D&D was published by a company also publishing different RPGs on different subjects, and variety was largely considered by hobbyists as a spice of the gaming life, it was pretty natural to let (e.g.) Marvel Super Heroes and AD&D each be its own thing. EPT, MA, and GW all used rules similar to D&D, and Buck Rogers XXVc was rather like an interplanetary 2E AD&D. Articles in The Dragon mostly took over the role that OD&D supplements had briefly filled in offering all sorts of variants. Supplements came in some quarters (and perhaps increasingly over the course of 2E and 3E) to be seen as adding to "canon", defining the "D&D world" in some authoritative way. In general, I think the idea of packaging setting and mechanics together has only grown stronger even as "vanilla systems" such as BRP, Hero, and GURPS have carved out their own niche. My guess is that "D&D fantasy" is likely to continue to become more rather than less sharply defined under WotC, whatever elements may be added. [/QUOTE]
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